Submitted on: 07/26/2010 by
Dave Pearson
Before we start, I will explain my ratings system. There are different  aspects that go into a franchise or dynasty mode, and my ratings reflect  that. Each category will be rated 1-10 with 1 being the lowest, and 10  being the highest. 
Below are the criteria I will be using to judge the aspects of the NCAA  Football 11 Dynasty mode.
Navigation: A huge aspect of a franchise or dynasty mode is the  navigation system. If there are too many or not enough menus, it can  make the game extremely difficult to sift through. Managing your team is  not supposed to all be done on one screen, and there is nothing worse  than not knowing where to go when you want to check your injuries, make a  change in your starting lineup or change your game plan. Load times tie  into navigation as well.
Simulation: If you are like me, you are not going to play every  single game in a baseball franchise. So the realism of the simulation  engine is an important cog in any good franchise or dynasty mode. It is  not worth putting a chunk of your time into managing a baseball team if  every decent player hits close to .400, or if you’re managing a hockey  team and a guy like Georges Laraque pots 50 goals in a season. 
Replay Value: This is one of the most important parts of a  franchise or dynasty mode. If the mode is too easy or there are too many  bugs, it takes away the point of playing the mode more than once. A  prime example of this is the Madden franchise mode. Like I  mentioned in my first article, there is really only one way to be  successful. You have to have a quarterback with high awareness. This  aspect makes the mode repetitive and boring at times. 
Presentation: To quote my favorite television show of all time, The  Wire, "All the pieces matter." Presentation is all the little  things that put a franchise or dynasty mode over the top. It is one area  that gets overlooked a ton in the franchise area of a game. SCEA's The  Show does an unbelievable job of presenting information to you as  you are progressing further into a season. For example, if you make a  trade in The Show, the announcers will mention the trade during  the game, and a graphic will pop up with the trade details. In NCAA,  the developers did a great job of mentioning season, career and game  milestones to the player as you went along. These types of elements just  give you extra satisfaction that makes you want to play again. 
Wild card: An area that is entirely specific to a singular sports  game, such as recruiting in college athletics. Not every sports game  has an "other" category. 
Offseason: This one does not need much explanation. How deep is  the offseason? Is it comparable to real life, or did the creators skim  through and only place the truly big events in the game? Are the results  you get from the offseason realistic? 
So with the ratings criteria out of the way, let’s delve into this  year’s installment of NCAA Football by EA Sports.
The menus in NCAA 11 are much more similar to Madden this  year, and much cleaner as well. There is not much difference in terms of  new menus, although you can access your recruiting plan and in-season  promises this year. The load times, for me at least, have been similar  to other current-gen versions of NCAA. I will say that there is a  slight delay when traveling between menus and loading screens. However,  this is excusable since there are so many players, teams and stats that  the game has to keep track of during the season. 
The menus are simply average. There is not much to complain about, but  one feature I would love to see added is a future depth chart screen  where you can get a better feel for what your team is going to look like  down the road. 
Score: 7.5/10
NCAA's simulation engine has never been the game's bread and  butter. I have simulated many, many seasons in my short time with the  game to try to get a feel for what is successful and what fails with the  sim. 
There are very few undefeated or even one-loss teams in the sim. The  teams that appear to be the most successful are good, not great teams at  the top of a subpar conference. One conference that really struggles in  the simulations is the SEC. Since every team is so good in the  conference, I have frequently seen the BCS representative have a record  in the 7-5 or 8-4 range. I think one reason for this is the lack of  progression during the season for the teams that start out well. With  the dialed down overalls, this problem is much less prevalent in this  year’s version, but still presents a problem if you are the type that  does not like to play every game. In addition, it also seems like many  strong teams just get worse over the years from a personnel standpoint.
As far as player stats go, the pass-happy teams such as Texas Tech and  Hawaii continue their dominance in this year's game. I have seen Texas  Tech make it to the national championship game twice in about 10  simulated seasons, with their quarterback throwing for 500-plus yards  twice in the title game. 
Score: 6/10
The replay value of the Dynasty mode is a strong point in NCAA 11.  Although there are some things that can be predicted in each dynasty,  the wide variety of teams and conferences make it possible to play any  type of dynasty that you want. Want to take over Nebraska and get them  back to being a national powerhouse? That's possible. Want to take over  SMU and attempt to get back to the pre-death-penalty plateau? It’s more  difficult but definitely attainable. Want to grab Texas and continue  churning out NFL players and competing for national titles? That’s fine,  too. There are tons of different possibilities with this game. 
The recruiting difficulty option is one that I have wanted EA Sports to  add for years, and it’s finally here. This option makes the replay value  much higher because being a powerhouse is no longer automatically easy.  Recruiting against the big boys on Heisman is a hell of a time, and you  really have to pay attention and pick your battles wisely. As far as  bugs go, I have not experienced a whole lot of them. In addition, the  game has not frozen on me once.
Score: 8.5/10
The biggest leap NCAA 11 took this year was in the presentation  department. I still can’t stand the repetitive commentary, but the  developers have added a few new lines of dialogue, and it is at least  tolerable. The addition of ESPN integration has been a longtime coming,  and it is a welcome addition to the game, especially because NCAA  Football was one of the most poorly presented games in the past. It  really does add so much more to the game for me. Whether it is the  custom entrances, in-game graphics or replay wipes, NCAA makes  you feel like you are a part of a real college football season. 
Again, I would have liked to have seen some improvements to the  extremely robotic pregame commentary -- Brad Nessler especially. Nessler  should be setting up the game a lot more. There is nothing like getting  hyped for a game between The, Michigan Wolverines, And, The, Nittany  Lions, From, Penn State. So it was a big step forward this year for  NCAA, but there is still lots to improve.
Score: 8.5/10

"I still have a few problems with the recruiting system, like knowing  exactly what the recruits' ratings are from the start."
I like but do not love the new recruiting system. I always wondered why I  only talked about what I wanted to talk about with recruits in previous  versions of the game, but the developers have fixed that this season  with topic roulette. 
In the past, the conversations would go something like this: "Hey, this  is coach Spurrier. Here's what we're going to talk about. What's that? I  don't have a good track record with producing pro quarterbacks? Shut  up, we're talking about our program prestige!" 
This year you actually need to respond to the recruits' concerns, or use  one of your topic changes. The actual recruiting is pretty much the  same, except now you are getting legitimate whole numbers instead of a  computer-generated guy making a face at you to tell you how well your  recruiting session is going. The numbers on a recruit's school list that  tell you how far behind or how big your lead has become is a really  nice touch as well. 
I still have a few problems with the recruiting system, like knowing  exactly what the recruits' ratings are from the start. I should have to  scout the player further once I begin to recruit him to know his  ratings. The now-defunct NCAA Basketball series that EA Sports  created did a great job in this regard. How do I know how good a  cornerback's play-recognition rating is as soon as he is generated in  the pool? On top of that, CPU teams do not always recruit for need. They  might end up with a bunch of halfbacks or quarterbacks but not have an  outside linebacker on the roster.
The other thing that bothers me is the unrealistic nature of how a  recruit chooses a school. A soft commit should be one that can be  reversed if the other schools work hard enough, or make some sort of  in-season stride like winning a national championship or having a player  at the recruit's position win a Heisman. Recruiting today is a  never-ending, dynamic process. Kids change their commitments all the  time in real life, but when they commit in this game, they are in your  class no matter what. Again, similar to presentation, recruiting has  gotten better, but it is still not where it should be.
Score: 7/10
The offseason appears to be almost identical to past versions. It's  still decent, but there's not much depth to it, and I get the feeling  that most people will probably rush through it once recruiting is over.  One feature that I miss is the spring game. Why did they ever take that  out? It was nice to play with my incoming freshmen early on so I could  get a feel for whether or not they might be able to contribute early on.  Plus, it was great to get a feel for my team in general. Spring games  are bigger than ever, with the bigger schools even having theirs  broadcasted on national TV. 
Offseason recruiting is also the same. In short, this area is decent.  Position changes are always fun, but I think there should be less of a  penalty when switching a guy from tight end to fullback, or a cornerback  to receiver. This stuff happens all the time in real life, but they  make it very difficult to do in the game. 
Score: 7/10
Overall, Dynasty mode has definitely improved, but I still feel like EA  Sports is only scratching the surface of the mode's potential. The  presentation is much better, recruiting is improved, but there’s still  some things that leave me scratching my head. If you are the type of  player that will play out every game in your dynasty, you will have a  great time playing your dynasty. If you are more of a simulation buff,  you will find yourself pulling out your hair and putting a new game into  your system.
Navigation: 7.5/10
Simulation: 6/10
Replay Value: 8.5/10
Presentation: 8.5/10
Recruiting: 7/10
Off-Season: 7/10
Overall: 7.5/10
What's the best new addition to Dynasty mode? What do you think is  one thing they absolutely have to include or improve upon in next year's  version?


  




